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Please chime in on a proposed restructuring of the ROM hacking sections.
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GameGenie81
Posted on 10-05-08 07:25 AM, in SMB 1 Music Data Information (rev. 2 of 10-05-08 08:18 AM) Link | Quote | ID: 91732


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When I enter a cloud level in Super Mario Bros., the resulting syntaxes in the ROM code I discovered are:


ChkAreaType:
$9106: AC 4E 07 - LDY $074E = #$01
$9109: AD 43 07 - LDA $0743 = #$03
$910C: F0 02 - BEQ $9110
$910E: A0 04 - LDY #$04
StoreMusic:
$9110: B9 E7 90 - LDA $90E7,Y @ $90E7 = #$02
$9113: 85 FB - STA $FB
ExitGetM:
$9115: 60 - RTS


Why does the RAM address that points to "CloudTypeOverride" have a result of #$03 that is stored in the A register; which follows the previous RAM instruction that points to "AreaType" which retains the then-current result that is #$01, or "GroundMusic," in the Y register?


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GameGenie81
Posted on 10-05-08 07:09 PM, in SMB 1 Music Data Information Link | Quote | ID: 91753


Koopa
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Posted by Dan
Why don't you just create one thread with all your Super Mario Bros questions in it?


That's a clever idea.

Now to copy my original post to that...

~Ben

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GameGenie81
Posted on 10-05-08 07:12 PM, in The Super Mario Bros. Coding Questionnaire (rev. 2 of 10-05-08 07:57 PM) Link | Quote | ID: 91754


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Could you please sticky this thread, moderators?

This questionnaire is all about coding for Super Mario Bros. 1 and Super Mario Bros. 2 (Japan), whether it is easy or hard to figure out:

When I enter a cloud level in Super Mario Bros., the resulting syntaxes in the ROM code I discovered are:


ChkAreaType:
$9106: AC 4E 07 - LDY $074E = #$01
$9109: AD 43 07 - LDA $0743 = #$03
$910C: F0 02 - BEQ $9110
$910E: A0 04 - LDY #$04
StoreMusic:
$9110: B9 E7 90 - LDA $90E7,Y @ $90E7 = #$02
$9113: 85 FB - STA $FB
ExitGetM:
$9115: 60 - RTS


Why does the RAM address that points to "CloudTypeOverride" have a result of #$03 that is loaded in the A register; which follows the previous RAM instruction that points to "AreaType" which retains the then-current result that is #$01, or "GroundMusic," that is loaded in the Y register?

Thank you,
Ben



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GameGenie81
Posted on 10-06-08 03:55 AM, in SMB 1 Music Data Information Link | Quote | ID: 91780


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Posted by frantik


Why does the RAM address that points to "CloudTypeOverride" have a result of #$03 that is stored in the A register


because there was a STA CloudTypeOverride when the accumulator was 4 somewhere else in the program? your question isn't very clear as to what you're trying to get at

the code checks to see if cloud type override is 0. if it's not, Y is set to a different value to cause the offset used in B9 E7 90 - LDA $90E7,Y @ $90E7 = #$02 to be different and load the different music

look at the smbdisassebly's comments for insight into the code it's very complete


The next two instructions after the CloudTypeOverride instruction are:
$910C: BEQ StoreMusic
$910E: LDY #$04 (CloudMusic)

If the level is not a cloud type, then skip to StoreMusic.

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GameGenie81
Posted on 10-31-08 03:47 AM, in Game Genie Code List (rev. 2 of 10-31-08 04:04 AM) Link | Quote | ID: 93105


Koopa
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SMB1

PYPYPY+PNANAN = Changes all the BGM pieces so that only the bass parts is heard. PYPYPY also does some graphical behavior.
TGLNLN = Glitchy BG graphics throughout, set to a weird version of the normal water level music. Also, when you try to get to the flag, it causes the game to freak out (no solid ground).

~Ben

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GameGenie81
Posted on 11-08-08 08:53 AM, in Super Mario Bros. (NES) - Code ZIGPSK (rev. 3 of 11-08-08 09:16 AM) Link | Quote | ID: 93864


Koopa
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Hi,

When I use the Game Genie code ZIGPSK on the original NES version of Super Mario Bros. (similar results arise when I use the code on the same game on most NES emulators), this is the order of levels that I get before it goes to a version of World 1-2 inside (w/ ground graphics):

World 1-1 = World 1-3 ($26) (no platforms)
World 1-2 = World 5-1 ($2A)
World 1-3 = underground version of World 8-3
World 1-4 = World 2-3 ($27)
World 1-5 = castle version of World 8-3
World 1-6 = World 5-1 ($2A), preceded by the pipe intro scene ($29)
World 1-7 = water version of World 4-1 (no Lakitu)
World 1-8 = World 2-1 ($28)
World 1-9 = castle version of World 6-2
World 1-A = World 1-1 ($25)
World 1-B = ground version of World 1-2 part B

All the standard level designs are marked by their respective level ID hex numbers. The invalid level designs have IDs as well but I will not label them yet until I find out from the rest of you. OTOMH, the underwater level ID values would range from $00-$1F, the ground level ID values range from $20-$3F, the underground level ID values range from $40-$4F (and $C0-$C7) and the castle level values from $60-$6F.

The code changes the third byte in the AreaType RAM argument (representing the GetAreaDataAddrs instructions) starting with 0x1C53 in the ROM. The LDY RAM instruction that 0x1C53 now reads, when I key in code ZIGPSK, $5A4E (instead of $074E). What ROM bytes are changing this level arrangement?

Thank you,
Ben

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GameGenie81
Posted on 11-30-08 07:03 PM, in SMB Corruption Video on YouTube Link | Quote | ID: 95186


Koopa
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Watch this corruption video (this is part 3 of 3) of Super Mario Bros. on YouTube:

Click Here

Iteration 36: Ground music messed up; strange sound on world/lives display screen. The Star Man music is also altered (no drum sound).
Iteration 37: Ground music messed up again, long death music
Iteration 38: Messed up flagpole music (this involves a corruption within the ROM addresses of 0x774B-0x77CB)
Iteration 39: Messed up flagpole music (modest) and underground music
Iteration 40: Messed up end-of-castle music
Iteration 41: Messed up water music

For iterations 36-37 and 39-41, what are the respective ROM addresses affected by these corruptions? I would like to duplicate these corruptions by way of Game Genie codes on my FCE Ultra emulator.

Thank you,
Ben

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GameGenie81
Posted on 12-15-08 12:47 AM, in 65816 ASM tutorial Link | Quote | ID: 96778


Koopa
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What do all these definitions mean? Pardon me for repeating this here again... but I do need better analysis pertinent to this.

Video game: Super Mario Bros. (Nintendo, N.E.S., 1985)

ChkAreaType:
$9106: AC 4E 07 - LDY $074E
$9109: AD 43 07 - LDA $0743
$910C: F0 02 - BEQ $9110
$910E: A0 04 - LDY #$04

StoreMusic:
$9110: B9 E7 90 - LDA $90E7,Y
$9113: 85 FB - STA $FB (this senses the ROM page of $FB00-$FBFF)
$9115: 60 - RTS

What goes into the "Y" register that causes any of the following?
If "4E" in 0x1117 is changed to "8C" - Water music plays all the time, except for the pipe intro and cloud scenes. The value of RAM address $078C is #$00.
If "4E" in 0x1117 is changed to "70" - Ground music plays all the time (bar pipe intro and cloud scenes). The value of RAM address $0770 is #$01.
If "4E" in 0x1117 is changed to "61" - Underground music plays all the time (bar pipe intro and cloud scenes). The value of RAM address $0761 is #$02.
Default byte "4E" (in 0x1117) senses all six pieces of BGM (the bytes that span from 0x10F7 to 0x10FC; which are stored according to LDA "absolute, Y" instruction in 0x1120) play in their proper scenes.

In other words, what values of the RAM addresses, when I play with bytes in ROM addresses 0x1117-1118 (or any other absolute ROM instruction), may arise once I do the more complicated math?

Thank you,
Ben

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GameGenie81
Posted on 01-04-09 05:26 AM, in Game Genie Code List Link | Quote | ID: 98200


Koopa
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OK, I finally got it!

Super Mario Bros. 1 (NES) - Castle music all the time:
Enter PAAPYP+AAAOAO

~Ben

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GameGenie81
Posted on 01-11-09 03:49 AM, in SMB Question - NTSC and PAL version (rev. 3 of 01-13-09 01:02 AM) Link | Quote | ID: 98533


Koopa
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Hi,

I have a question that some of you here might be able to assist me with. The "real" PAL version of Super Mario Bros. for the NES plays significantly faster than the NTSC version (I'm from the USA, a country that uses NTSC). What is all the code within the game's ROM that makes the "real" PAL version faster than the NTSC version? For instance, the game timer ticks at every 20 ($14 hex) frames for PAL, instead of every 24 ($18 hex) frames for NTSC.

And what codes do I change to make the NTSC version of SMB as fast as the PAL version (music, the speed of Mario/Luigi, etc.)?

This question was brought up in the British Retro Gamer magazine, the submission being written by one of its readers, Chris Myatt, in the publication's fifth issue, and continued in the next issue of RG by another reader, Joe Dixon, via e-mail.

Among other things, he (Joe) says that the Game Boy Color version of SMB (SMB Deluxe) played slowly compared to his NES version (PAL). The NTSC version of SMB, he adds (when he'd played it on an emulator), also played as slow as the GBC version. He claims that a modification might've been done to make the PAL SMB quicker than its NTSC counterpart, and amounts an initial PAL conversion from NTSC would be 20% slower, making the NTSC version of SMB quite slow in his homeland.

Thank you,
Ben

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GameGenie81
Posted on 01-13-09 11:36 AM, in SMB Question - NTSC and PAL version Link | Quote | ID: 98607


Koopa
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I will reprint Joe Dixon's RG article (from issue six), the complete version. It is titled "Mario Explained."

"Regarding Chris Myatt's letter in issue five, I think I have an explanation for why one version of Super Mario Brothers on the NES may appear to be faster than another.

Although I wasn't aware of a slower NES version being in existence for UK machines, I had noticed that when I bought the Game Boy Color version of Super Mario Brothers, the music was quite a lot slower than the music on my NES version (which is the one paired with Duck Hunt). I thought this was just the GBC version, but when I played the US version of Super Mario Brothers on an emulator, it also had the slower music. I can't say for sure whether or not my PAL NES version is actually a faster game than these other versions, because I don't have any of them on hand, but it's possible a slight modification could have been made to the NES Super Mario Brothers in this country to quicken it up. Presumably if the music on US versions of the game was a bit slower, an initial PAL conversion would have been a further 20% slower, which would be quite slow. You would think a Mattel sticker suggests an earlier version. Now, generally speaking, it's quite a complicated matter to speed a game up once it's been converted to PAL, as it would involve manipulation of the game's workings to make things move faster (and by a non-integer factor), and I think it's unlikely that this would have been done. You could very easily change the speed the music plays at though. Most music programming is tied into the frame rate. Because it is usually possible to generate a regular 'interrupt' at the end of every single frame, this is the preferred method of regulating the speed of the music. For example, it may be that every six or seven frames, the next unit of a musical pattern is played. Simply changing how many frames are waiting before updating the music's position would allow the music speed to be changed without the game's speed changing at all. Faster music could certainly give the impression that a game was running faster.

This explanation is entirely conjecture, but it's viable at least. I've one more thought to add: if it's true that the game is in fact twice as fast in some incarnations, one way this may be possible is by twice running all the code the game would normally run once per frame, before updating the screen graphics. This would actually be easier to program than speeding up the game the way I mentioned previously, but I doubt this is the case, since this would effectively require twice as much processing to be done every frame."


~Ben

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GameGenie81
Posted on 01-15-09 07:20 AM, in Super Mario Bros. - World 6-3 Question? (rev. 5 of 01-15-09 07:26 AM) Link | Quote | ID: 98724


Koopa
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I have a question regarding the NES version of Super Mario Bros.:

What do I change within the game's ROM code to make World 6-3 have a standard ground level color palette (cf. Worlds 1-3, 3-3)? By default, this is the only ground type level to utilize the castle level color palette.

For Super Mario Bros. 2 (Japanese; known outside Japan as Super Mario Bros.: The Lost Levels), the x-3 levels to use the castle color palette (other than the "fantasy" World 9-3, which is a legit castle level but with a daytime sky) are World 7-3 and C-3.

On the Vs. Super Mario Bros. arcade game, it is World 6-3, but uses the layout from the SMB2J World 4-3, itself a daytime level.

Thank you,
Ben

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GameGenie81
Posted on 01-15-09 10:48 PM, in Super Mario Bros. - World 6-3 Question? Link | Quote | ID: 98764


Koopa
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Posted by Insectduel
It's simple, you change 6-3's header in SMB Utility. Change the 2nd Night and Snow Background to any BG of your choice.

EDIT: Or just go to Offset 0x2906 (0x2B06 for the trained ROM) and change the first 2 bytes in that level.


Thank you! What I did was to change the first byte you mentioned to $94 (the starting byte for the level header of World 3-3) and I'd gotten my wanted palette for World 6-3.

~Ben

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GameGenie81
Posted on 01-19-09 01:23 PM, in Game Genie Code List (rev. 3 of 01-19-09 01:45 PM) Link | Quote | ID: 99047


Koopa
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More Game Genie codes for Super Mario Bros.:

ZAUIZLIE = 1000 points for each remaining timer tick
ZEKITZIE = 1000 points for each firework explosion
ZENSAZPA = 2 firework explosions (if you stop the lowest possible digit for fireworks at 2 in the ones place in the timer)
GENSTZLA = 4 firework explosions (if you stop the middle possible digit for fireworks at 4 in the ones place in the timer)
PAEIGLTE = 9 firework explosions (if you stop the highest possible digit for fireworks at 9 in the ones place in timer)
PAXIGLAP = sound of timer ticking down - after you finish the game on a flagpole - is replaced by the coin collect sound

PEKLZZIP = only 1 coin is needed for collection in World 1-3 to earn the 1-UP in World 2-1
ZEKLLZLZ = only 2 coins are needed for collection in World 2-3 to earn the 1-UP in World 3-1
GEKLGZTP = only 4 coins are needed for collection in World 3-3 to earn the 1-UP in World 4-1
AEKLIXLO = only 8 coins are needed for collection in World 4-3 to earn the 1-UP in World 5-1
AOKLTZYP = only 16 coins are needed for collection in World 5-3 to earn the 1-UP in World 6-1
AXKLYXAP = 32 coins are needed for collection in World 6-3 to earn the 1-UP in World 7-1
ZEKUAZLZ = only 2 coins are needed for collection in World 7-3 to earn the 1-UP in World 8-1

GAOSLPIA = Bowser throws hammers at you for the first time in World 5-4 (this feature should've been tacked on in the first place; as World 5-3 is the first area in which the game recycles a past level, in this case, World 1-3)

ZLOLUGGT = Collect 50 coins for a 1-UP instead of 100 (the coin counter still loops at 100, though)

ALULOXAP+EIULXXET = Bullet Bills are speedier than ever!
IEKLXPZA = Bullet Bills shoot out faster! (Don't set the value higher than $05 or it could cause the Bullet Bills to go too wild and/or crash the game)

ZEEUPZLA = Messes up Mario's Starman and Fire Flower color cycling

ZESVAGLA+PESVPGLA+XKSVZGUG+OKSVLGUG = Hammer Brothers' hammers are flashing in Christmastime colors

~Ben




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GameGenie81
Posted on 02-10-09 09:26 AM, in Super Mario Bros. (FDS) - World 36 Question Link | Quote | ID: 100582


Koopa
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Hi,

Is it true that the structure for World 36 in the FDS version of Super Mario Bros. would somewhere in its memory bank have these three bytes, "09 27 44" or "89 A7 C4," (or a combination of these six level bytes) which of course would decipher the following?

$09/$89 is the underwater version of World 1-3/5-3.
$27/$A7 is World 2-3/7-3.
$44/$C4 is the underground version of World 4-4.

Likewise, the NES/FamiCom version has World 36 depicted like this, "01 1F 3C," to mean:
$01/$81 is World 2-2/7-2.
$1F/$9F is the water version of World 3-4.
$3C/$BC is the ground version of World 3-4.
(last two stages accessible only when using Game Genie code KILLLU on an emulator)

Thank you,



Ben

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GameGenie81
Posted on 04-24-09 10:54 PM, in SMB Music Code Question - Game Genie (rev. 2 of 04-24-09 10:58 PM) Link | Quote | ID: 105861


Koopa
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Hi,

Does anyone know what Game Genie code for the NES version of Super Mario Bros. will play the water music (or other background music pieces like the ground, underground, castle and cloud/Starman themes) forever, but block out all sound effects (this would be similar to a glitch code in Sonic the Hedgehog 2 for Sega Genesis; for which in that game you go to the screen with the music test and play a few random songs - the numbers are 2,1,2,4 - until the Oil Ocean Zone music plays endlessly)?

I reiterate: the music in this code would play endlessly, and remove all the sound effects.

Thank you,



Ben (GameGenie81)

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GameGenie81
Posted on 05-04-09 12:41 AM, in Game Genie Code List (rev. 2 of 05-19-09 01:22 AM) Link | Quote | ID: 106412


Koopa
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More music all the time codes for you (Super Mario 1 for NES):

ZAGPZP + UYGPGO = Water music
PAGPZP + UYGPGO = Ground music
GAGPZP + UYGPGO = Underground music
AAGPZO + UYGPGO = Castle music
APGPZP + UYGPGO = Cloud music
AZGPZP + UYGPGO = Pipe intro music
EAGPZP + UYGPGO = Silence (except the opening drum beat of the ground music on the ground levels)

The background music you selected, as determined by xxGPZx, will play all the time, everywhere (until you collect Starman and then the moment his power wears off, the original music by scene is reinstated).

~Ben



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GameGenie81
Posted on 05-25-09 10:53 PM, in Game Genie Code List Link | Quote | ID: 107582


Koopa
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SMB 1 codes from Thijs (TaiFerret on YouTube):

NYTEZK (address 0x47A at 0xFF) - Allows Mario to advance past World 8.
NYPTNX (address 0x6A27 at 0xFF) - Toad appears at the end of each world except zero.
NYZEAK (address 0x438 at 0xFF) - Recommended with the first two codes listed, for it makes the "extended" game feel more complete and Princess Peach's message and victory music don't appear until World 0.

~Ben


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GameGenie81
Posted on 05-30-09 08:17 AM, in Game Genie Code List Link | Quote | ID: 107797


Koopa
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Who has any GG codes for the NES version of California Games which will enable you to have unlimited tries when you fail (that way certain events are only over when the timer runs out)?

Normally, you can fail only once in Practice mode and three times when in compete mode before the event is over.

The rollerskating event is the most difficult of them all.

~Ben

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GameGenie81
Posted on 06-10-09 03:06 PM, in World 3-3 Island Tops - How to Change from Yellow to White? Link | Quote | ID: 108408


Koopa
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I have a Super Mario Bros. programming question: in regards to World 3-3, how do I change the color of its island tops from yellow to white? Worlds 3-1 and 3-2 are both "snow" levels (as are Worlds 5-1, 5-2 and 7-1). This is the Nintendo NES version I'm referring to.

Thank you,



Ben


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